
Full Mojo Rampage
Voodoo gods bicker, skeletons explode in your face, and somehow the whole cursed thing is charming enough to keep you coming back for one more run.
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About Full Mojo Rampage
I have a soft spot for games that commit to a weird idea and actually follow through on it. Full Mojo Rampage picked Voodoo mythology as its setting and then built almost everything around that choice: the classes are drawn from real Loa figures, the story quests have you carrying out errands for bickering gods, and even the enemy roster carries the theme through with skeletons, zombies, snakes, and bomb-toting foes that feel genuinely at home in a bayou nightmare. That kind of deliberate world-building from a small indie studio deserves to be noticed. The core loop is a top-down twin-stick roguelite, and it plays cleanly. You move with one stick, fire your wand with the other, and slot two class-based spells onto the triggers - both gated by cooldown timers that force you to actually think before using them. Your class is determined by whichever Parent Loa you pick at the start of a run. You begin with Baron Samedi and gradually unlock seven others - Loko, Ghede, Erzulie, Ogoun, Lenglensou, Maman Brigitte, Agaou - each carrying a unique passive ability and a distinct spell pair. Ogoun plays very differently from Erzulie, and finding the Loa that fits your rhythm is its own small pleasure. On top of that, you layer in voodoo pins (passive upgrades you collect and upgrade with coins), equippable mojos (base-stat boosts that last only as long as your run), and consumable items. Death wipes the mojos and items; your level, coins, medals, and unlocked pins carry over. It is closer to Rogue Legacy on the persistence spectrum than to pure roguelikes, which keeps the grind from feeling truly punishing. Content-wise there is more here than the four main campaign quests imply. Each quest runs three to four procedurally generated levels and chains into escalating difficulty settings that introduce new mechanics. Beyond the story there is a daily quest, survival mode, an endless survival variant, and online cooperative play for up to four players across all campaign modes. PvP modes - deathmatch, team deathmatch, Capture the Flag, and King of Mojo - exist for up to eight players, though online population has always been thin and finding a live match years after launch is unlikely. Co-op with friends locally has a known rough edge: a second player literally siphons a quarter of the host's health on joining, which feels like a design oversight rather than an intentional tension mechanic. Solo or with one trusted friend via online co-op is the way to play. Where the game earns genuine praise is atmosphere. The voodoo aesthetic runs through every layer - character designs, enemy types, the map biomes cycling from cemeteries to swampy bayous to lava pits to jungle ruins. The soundtrack, composed by Alistair Lindsay of Prison Architect fame, is cheery with a current of menace underneath it, and the main menu theme specifically sticks around. Some reviewers found the in-level music looped too short; that criticism is fair, and a more varied track list would have helped during long runs. Visually the environments can feel sparse in places, but the enemy silhouettes are readable even when the screen fills with projectiles, which matters more than decoration when you are strafing through bullet patterns. The elephant in the room is luck. Item drops vary wildly enough that some runs feel blessed and others feel cursed from the first room, and that variance only sharpens in the later quests. Players who hit a bad loot streak on a hard quest can find themselves facing brutal elite enemies with nothing useful in their inventory. The difficulty spike from stage one to stage two also catches newcomers off guard. None of this is unusual for the genre, but it is worth knowing before you commit. Steam user reception settled at a solid 85% positive across over 500 reviews, which suggests the community found enough here to stay engaged despite the rough spots. Full Mojo Rampage is the kind of game that rewards patience with the genre and genuine curiosity about its setting. It is not the most mechanically refined twin-stick roguelite available, but it carries something the bigger names in the genre rarely bother with: a personality that feels handcrafted rather than assembled. For players who have already exhausted Enter the Gungeon and want something with its own distinct soul, this one is worth the time. Kai, Scout Team
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Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 18 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP SP3, Windows Vista, Windows 7, Windows 8, Windows 10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- Nvidia Geforce 8800GT or ATI Radeon HD 3870 or better
- Processor
- Intel Core 2 Duo or AMD equivalent or better
- Sound Card
- DirectX compatible Sound Card
- Additional Notes
- SSE3 compatible CPU required.
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Game Info
- Developer
- Over the Top Games
- Publisher
- Over The Top Games
- Release Date
- May 8, 2014